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Figure 11-4. The XNA Content Pipeline classes used to import, process, compile, and read the game models
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The ModelProcessor receives as a parameter the root NodeContent object, output by the model importer, and returns a ModelContent object. The ModelContent object returned by the ModelProcessor has the processed model data, which needs to be stored into an XNB binary file. To be able to store the ModelContent object into an XNB file, the ModelContent and each object inside of it must have its own ContentTypeWriter. The ContentTypeWriter defines how the data of each object is written into the XNB file. Finally, at runtime the ContentManager uses a ContentTypeReader for each object to read its data from the XNB binary file and return a Model object. To add support for skeletal animation in XNA, you need to extend the default model processor, creating a new one capable of processing and storing the model s skeleton and animations. Besides that, you need to create some classes to store the skeletal animation data (model s skeleton and animations) and some ContentTypeWriter and ContentTypeReader classes to write and read this data.
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Figure 11-5 shows the classes that you need to create to extend the Content Pipeline, adding support to models with skeletal animation. The classes that you need to create are marked in red in Figure 11-5.
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Figure 11-5. An extension of the Content Pipeline shown in Figure 11-4, which supports models with skeletal animation
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You ll create the classes used to store the skeletal animation data in a separate library, because they ll be used by the animated model processor to store the skeletal animation data and by the game application to load this data at runtime. To store the skeletal animation classes, create a new Windows Game Library project named AnimationModelContentWin. The model processor will use the classes of this library on the Windows platform to store the skeletal animation data. If your game was targeted to the Windows platform, this library would also be used to load the skeletal animation data in runtime. If you re targeting the Xbox 360, you need to create one more project: an Xbox 360 Game Library named AnimationModelContentXbox. This library contains the same files as the AnimationModelContentWin library, but Xbox 360 applications use it to load the skeletal
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animation at runtime. You need the AnimationModelContentWin project even if you re targeting the Xbox 360 platform, because the original model files are imported and processed on the Windows platform, needing a Windows library to store the model data. You ll create three different classes to store the skeletal animation data: Keyframe, AnimationData, and AnimatedModelData. The Keyframe class stores an animation frame of a skeletal animation, where each animation frame stores a new configuration for a bone in the skeleton. The AnimationData class stores an array of keyframes, which compose a complete animation (such as running, jumping, and so on). Finally, the AnimatedModelData class stores the model skeleton (bones and hierarchy) and an array of type AnimatedModelData, containing all the model animations.
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Keyframe Class
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The Keyframe class is responsible for storing an animation frame of a bone in the skeleton. An animation frame must have a reference for the animated bone, the new configuration (position and orientation) of the referenced bone, and the time in which this new configuration should be applied. Notice that you use the keyframes to modify the original bone configuration, changing its current configuration to a new one. You store the bone configuration as a matrix using XNA s Matrix class, and you store the animation time (the time in which this keyframe should be applied) as a TimeSpan. In the AnimatedModelData class you store the model s skeleton as an array of bones, which is constructed through a depth traverse of the model s skeleton. So, you can store the reference for the bone that will be animated as an integer that represents the index of the bone in the bones array of the AnimatedModelData class. The Keyframe class code follows:
public class Keyframe : IComparable { int boneIndex; TimeSpan time; Matrix transform; // Properties... public TimeSpan Time { get { return time; } set { time = value; } } public int Bone { get { return boneIndex; }
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